Template:Archived Page History/Template:I BaseTrain

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Revision as of 15:36, 13 March 2022 by Luke18033 (talk | contribs) (Add newer (?) MoveToPathNode and TeleportToPathNode inputs, and switch to baseentity template)
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BaseTrain:
SetSpeed <float>
Set the speed of the train, as a ratio of max speed [0, 1]
SetSpeedDir <float>
Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1]
SetSpeedReal <float>
Set the speed of the train. Must be a positive value from 0 to max speed.
SetSpeedDirAccel <float>
Accel/Decel to the specified speed, as a ratio of max speed. Negative values reverse the direction [-1, 1]
SetSpeedForwardModifier <float>
Applies the given modifier to all forward speeds. [0, 1]
TeleportToPathTrack <targetname> (removed since Left 4 Dead)
Teleport the train to the designated path track.
Todo: Does this differ from TeleportToPathNode in any way, does it need to be in the same path?
MoveToPathNode <targetname> (in all games since Portal 2)
Move the train to a specific path_track, stopping when it gets there. Must be in the same path.
TeleportToPathNode <targetname> (in all games since Portal 2)
Teleport to another path_track and stop the train. This can be in a new path.
Confirm:What games these were added/removed in, it's very confusing - the above is just what the FGDs on this wiki seemed to indicate.
Stop
Stop the train.
StartForward
Start the train moving forward.
StartBackward
Start the train moving backward.
Icon-Bug.pngBug:If the train's corresponding path_tracks do not have "New Train Speed" set to a nonzero number, StartBackward will exhibit undesired behavior including the train freezing or moving in the wrong direction. This bug can be a pain if the train needs to ride through the path_track again at a different speed. This can be fixed by firing an "addOutput speed '#'" input at the path_track in question.  [todo tested in ?]
Resume
Resume the train moving in the current direction after it was stopped via the Stop or Toggle input.
Reverse
Reverse the direction of the train.
Toggle
Toggle the train between start and stop.


Parentname:
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255>
Sets an RGB color for the entity.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.